119 lines
3.8 KiB
GLSL
119 lines
3.8 KiB
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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struct Inner {
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int scalar_i32;
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float scalar_f32;
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float16_t scalar_f16;
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};
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struct S {
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float scalar_f32;
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int scalar_i32;
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uint scalar_u32;
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float16_t scalar_f16;
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vec2 vec2_f32;
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ivec2 vec2_i32;
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uvec2 vec2_u32;
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f16vec2 vec2_f16;
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uint pad;
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vec3 vec3_f32;
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uint pad_1;
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ivec3 vec3_i32;
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uint pad_2;
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uvec3 vec3_u32;
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uint pad_3;
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f16vec3 vec3_f16;
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uint pad_4;
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uint pad_5;
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vec4 vec4_f32;
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ivec4 vec4_i32;
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uvec4 vec4_u32;
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f16vec4 vec4_f16;
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mat2 mat2x2_f32;
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uint pad_6;
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uint pad_7;
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mat2x3 mat2x3_f32;
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mat2x4 mat2x4_f32;
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mat3x2 mat3x2_f32;
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uint pad_8;
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uint pad_9;
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mat3 mat3x3_f32;
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mat3x4 mat3x4_f32;
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mat4x2 mat4x2_f32;
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mat4x3 mat4x3_f32;
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mat4 mat4x4_f32;
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f16mat2 mat2x2_f16;
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f16mat2x3 mat2x3_f16;
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f16mat2x4 mat2x4_f16;
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f16mat3x2 mat3x2_f16;
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uint pad_10;
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f16mat3 mat3x3_f16;
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f16mat3x4 mat3x4_f16;
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f16mat4x2 mat4x2_f16;
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f16mat4x3 mat4x3_f16;
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f16mat4 mat4x4_f16;
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uint pad_11;
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uint pad_12;
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vec3 arr2_vec3_f32[2];
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f16mat4x2 arr2_mat4x2_f16[2];
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Inner struct_inner;
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Inner array_struct_inner[4];
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uint pad_13;
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};
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layout(binding = 0, std430) buffer sb_block_ssbo {
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S inner;
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} sb;
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void tint_symbol() {
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sb.inner.scalar_f32 = 0.0f;
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sb.inner.scalar_i32 = 0;
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sb.inner.scalar_u32 = 0u;
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sb.inner.scalar_f16 = 0.0hf;
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sb.inner.vec2_f32 = vec2(0.0f);
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sb.inner.vec2_i32 = ivec2(0);
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sb.inner.vec2_u32 = uvec2(0u);
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sb.inner.vec2_f16 = f16vec2(0.0hf);
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sb.inner.vec3_f32 = vec3(0.0f);
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sb.inner.vec3_i32 = ivec3(0);
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sb.inner.vec3_u32 = uvec3(0u);
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sb.inner.vec3_f16 = f16vec3(0.0hf);
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sb.inner.vec4_f32 = vec4(0.0f);
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sb.inner.vec4_i32 = ivec4(0);
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sb.inner.vec4_u32 = uvec4(0u);
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sb.inner.vec4_f16 = f16vec4(0.0hf);
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sb.inner.mat2x2_f32 = mat2(vec2(0.0f), vec2(0.0f));
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sb.inner.mat2x3_f32 = mat2x3(vec3(0.0f), vec3(0.0f));
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sb.inner.mat2x4_f32 = mat2x4(vec4(0.0f), vec4(0.0f));
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sb.inner.mat3x2_f32 = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f));
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sb.inner.mat3x3_f32 = mat3(vec3(0.0f), vec3(0.0f), vec3(0.0f));
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sb.inner.mat3x4_f32 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f));
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sb.inner.mat4x2_f32 = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f));
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sb.inner.mat4x3_f32 = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f));
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sb.inner.mat4x4_f32 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
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sb.inner.mat2x2_f16 = f16mat2(f16vec2(0.0hf), f16vec2(0.0hf));
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sb.inner.mat2x3_f16 = f16mat2x3(f16vec3(0.0hf), f16vec3(0.0hf));
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sb.inner.mat2x4_f16 = f16mat2x4(f16vec4(0.0hf), f16vec4(0.0hf));
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sb.inner.mat3x2_f16 = f16mat3x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf));
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sb.inner.mat3x3_f16 = f16mat3(f16vec3(0.0hf), f16vec3(0.0hf), f16vec3(0.0hf));
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sb.inner.mat3x4_f16 = f16mat3x4(f16vec4(0.0hf), f16vec4(0.0hf), f16vec4(0.0hf));
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sb.inner.mat4x2_f16 = f16mat4x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf));
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sb.inner.mat4x3_f16 = f16mat4x3(f16vec3(0.0hf), f16vec3(0.0hf), f16vec3(0.0hf), f16vec3(0.0hf));
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sb.inner.mat4x4_f16 = f16mat4(f16vec4(0.0hf), f16vec4(0.0hf), f16vec4(0.0hf), f16vec4(0.0hf));
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vec3 tint_symbol_1[2] = vec3[2](vec3(0.0f), vec3(0.0f));
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sb.inner.arr2_vec3_f32 = tint_symbol_1;
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f16mat4x2 tint_symbol_2[2] = f16mat4x2[2](f16mat4x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)), f16mat4x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)));
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sb.inner.arr2_mat4x2_f16 = tint_symbol_2;
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Inner tint_symbol_3 = Inner(0, 0.0f, 0.0hf);
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sb.inner.struct_inner = tint_symbol_3;
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Inner tint_symbol_4[4] = Inner[4](Inner(0, 0.0f, 0.0hf), Inner(0, 0.0f, 0.0hf), Inner(0, 0.0f, 0.0hf), Inner(0, 0.0f, 0.0hf));
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sb.inner.array_struct_inner = tint_symbol_4;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol();
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return;
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}
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